{Mod} Epidemic V1

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Løki
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{Mod} Epidemic V1

Post by Løki » Sun Jan 25, 2009 9:28 pm

Note: I do Realize that Jacob has released a mod similar to this a few hours ago. This mod is Original and not copied off of his in any way.

Introduction



It is 21 years after the Blue Army defeated the Red Army in the struggle to hold Bloodgulch. How Blue Team Won, is anyones guess, but what we do know is that the area was closed down Immediately after the war. 20 years, 10 Months, and 13 days later, all communications were lost with the gulch. After obtaining documents from the Blues, the Red army discovered that Radiation Experiments were being done on Human Marines. The Red Army Quickly gathered a group of Soldiers and flew to the Gulch for further Investigation. They were nearly to the Pelican Drop off point when the ship was destroyed by a Blue Defense Satellite. The surviving Marines loaded onto an empty Emergency Escape Pod and Flew to the marked Destination, Bloodgulch. While Approaching The Area, Marines were spotted among the trees. Not regular Marines, but chemically altered, contagious Marines with one goal, to feed on any living organism. This, is an Epidemic.

Situation Report

-Survivors-
You have just crash landed into the future of Bloodgulch. Rescue will be here in 10 Minutes. You have two options, you can either wait at the crash site, Defenseless in a sure wait for death, or you and your squad can head to the Red Base Ammunition Storage Facility and get some Weapons. Unfortunately, you will find it has been raided. Take what you can and get into the darkness to hide from the Mutant/Zombie Infestation.

Tips: Stay Together, you basically have no chance against these Zombies alone, but combined Assault Rifles might...

-Zombies-
You will find yourself inside the Former Blue Base. All Entrances and Exits were blocked off in Feeble Attempts at keeping you from killing any other Inhabitants of Bloodgulch. You will find that an Energy Sword/Zombieish Power up has been laid before you. You can either take the Shields or, Invisibility Package. It's all in the style you like to hunt, Stealthy, or Unstoppable. Leave through the portal which you have wired to the crashed Pelican the Blue's Attempted to escape in, and hunt down the hiding survivors.

Tips: You are the Hunter here, Stay in a group, or go have some fun hunting alone.

Credits

Mod Created by Løki
Sword From Mod H2 Sword by SHOCKWAVMODER
Special Thanks to Fuel for the help with the Light Values.

Screenshots


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I know there are two glitches in Blue Base
If anyone can tell me the secret to Infinite Invisibility Please PM me ;D

Linky

http://postdownload.filefront.com/13104 ... a0272d38b8
Enjoy! :D
Last edited by Løki on Mon Jan 26, 2009 6:50 pm, edited 2 times in total.
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TaxiService
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Re: {Mod} Epidemic V1

Post by TaxiService » Sun Jan 25, 2009 9:34 pm

wow! looks interesting! downloading then commenting.
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tokage
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Re: {Mod} Epidemic V1

Post by tokage » Sun Jan 25, 2009 10:44 pm

^ lul.
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Smythe
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Re: {Mod} Epidemic V1

Post by Smythe » Sun Jan 25, 2009 10:45 pm

this would be an awesome AI map like there is one zombie who is really powerful who has a sword and can see you anywhere and always hear you.
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tokage
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Re: {Mod} Epidemic V1

Post by tokage » Sun Jan 25, 2009 11:00 pm

ya, there's not that much stuff here. Why does every AI and infection map have a bunch of trees? They all seem
nearly identical.....
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Løki
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Re: {Mod} Epidemic V1

Post by Løki » Mon Jan 26, 2009 5:19 am

Tokage wrote:ya, there's not that much stuff here. Why does every AI and infection map have a bunch of trees? They all seem
nearly identical.....
It's in the Gameplay
Try the Gametype out
;D
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TaxiService
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Re: {Mod} Epidemic V1

Post by TaxiService » Mon Jan 26, 2009 6:30 am

not bad! worthy to waste space on my HD.
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tokage
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Re: {Mod} Epidemic V1

Post by tokage » Mon Jan 26, 2009 10:36 am

I did try the gametype out. If you had a lot of people this would be a fantastic mod. The spawns work well, it has a nice storyline, it evens things out for the zombies who have no ranged attack, but maybe you should put some interesting scenery in, or crashed pelican with some more useful weapons. And for the zombies you could have a crashed spirit with double speed powerups.
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Re: {Mod} Epidemic V1

Post by TaxiService » Mon Jan 26, 2009 1:54 pm

^ yay for double speeding every player in the goddamn server!
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tokage
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Re: {Mod} Epidemic V1

Post by tokage » Mon Jan 26, 2009 2:12 pm

lol but there is a powerup for double speed -_-
I'ma go see if i can find it again................
Go to itmc in eschaton, super shield, reference swappa, and change super shield to double speed
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Løki
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Re: {Mod} Epidemic V1

Post by Løki » Mon Jan 26, 2009 2:14 pm

Well, An Updated Version if coming very soon because I realize there are spawn and Tree Glitches >_<
Also, the gametype doesn't work as I planned
It won't be a V2 Release because I'd hate to do that >_<
Also, If I could get a response on how to let weapons have Night Vision like the Sniper Rifle and/or how to extend time on powerups, that would be Fantastic
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tokage
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Re: {Mod} Epidemic V1

Post by tokage » Mon Jan 26, 2009 2:20 pm

I don't know anything else about powerups but try using the crashed lifepod scenery; the vehicle you have with no driver seat wobbles and takes away from the "crashed" effect.
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Rofldonutburger
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Re: {Mod} Epidemic V1

Post by Rofldonutburger » Mon Jan 26, 2009 3:39 pm

Go to the eqip tag using HMT plugins. You can change the powerup time. For night vision, I remember seeing a flag where you can change in the weapon tag, but I'm not sure.
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Løki
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Re: {Mod} Epidemic V1

Post by Løki » Mon Jan 26, 2009 6:04 pm

Updated
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tokage
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Re: {Mod} Epidemic V1

Post by tokage » Mon Jan 26, 2009 6:09 pm

Link is updated?
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